diff options
| -rw-r--r-- | fill.vert | 10 | ||||
| -rw-r--r-- | hello.vert | 7 | ||||
| -rw-r--r-- | main.c | 12 | ||||
| -rw-r--r-- | makefile | 8 | ||||
| -rw-r--r-- | visuals.frag (renamed from hello.frag) | 0 | 
5 files changed, 20 insertions, 17 deletions
| diff --git a/fill.vert b/fill.vert new file mode 100644 index 0000000..5633fd5 --- /dev/null +++ b/fill.vert @@ -0,0 +1,10 @@ +#version 330 core +layout (location = 0) in vec3 vert; + +void main() { +	// Setting w to 0 has the effect of an infinitely large zoom, which makes the +	// single triangle fill the viewport completely. This is okay since I only +	// care about the fragment shader. +	gl_Position = vec4(vert.xyz, 0.0); +} + diff --git a/hello.vert b/hello.vert deleted file mode 100644 index 4af0bdf..0000000 --- a/hello.vert +++ /dev/null @@ -1,7 +0,0 @@ -#version 330 core -layout (location = 0) in vec3 aPos; - -void main() { -	gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); -} - @@ -6,14 +6,14 @@  #include "die.h"  #include "config.h" -#include "hello_vert.h" -#include "hello_frag.h" +#include "fill_vert.h" +#include "visuals_frag.h"  void prepare_tri() {  	const float vertices[] = { +		0, 1, 0, +		1, -1, 0,  		-1, -1, 0, -		3, -1, 0, -		-1, 3, 0,  	};  	// initialize vertex {buffer,attribute} object buffers @@ -59,8 +59,8 @@ int main(int argc, char** argv) {  	// prepare shaders  	GLuint shader = link_shaders( -		vert_shader(hello_vert, hello_vert_size), -		frag_shader(hello_frag, hello_frag_size) +		vert_shader(fill_vert, fill_vert_size), +		frag_shader(visuals_frag, visuals_frag_size)  	);  	// main draw loop @@ -12,12 +12,12 @@ all: main FORCE  main: main.o  main: die.o  main: shader.o -main: hello_frag.o -main: hello_vert.o +main: visuals_frag.o +main: fill_vert.o  # fix compile order -main.o: hello_vert.h -main.o: hello_frag.h +main.o: fill_vert.h +main.o: visuals_frag.h  %.s %.h &: %.spv  	./blob $< $* diff --git a/hello.frag b/visuals.frag index 3539bdc..3539bdc 100644 --- a/hello.frag +++ b/visuals.frag |